Searched refs:texCoordType (Results 1 – 3 of 3) sorted by relevance
/external/deqp/modules/gles31/functional/ |
D | es31fLayoutBindingTests.cpp | 1125 const std::string texCoordType = glu::getDataTypeName(getSamplerTexCoordType()); in generateShaders() local 1142 …mName, 0, bindNdx) : getUniformName(m_uniformName, bindNdx)) << ", " << texCoordType << "(0.5));\n" in generateShaders() 1262 const std::string texCoordType = glu::getDataTypeName(getSamplerTexCoordType()); in generateShaders() local 1285 …mName, 0, bindNdx) : getUniformName(m_uniformName, bindNdx)) << ", " << texCoordType << "(0.5));\n" in generateShaders() 1482 const std::string texCoordType = glu::getDataTypeName(getImageTexCoordType()); in generateShaders() local 1499 …ormName, 0, bindNdx) : getUniformName(m_uniformName, bindNdx)) << ", " << texCoordType << "(0));\n" in generateShaders() 1586 const std::string texCoordType = glu::getDataTypeName(getImageTexCoordType()); in generateShaders() local 1609 …ormName, 0, bindNdx) : getUniformName(m_uniformName, bindNdx)) << ", " << texCoordType << "(0));\n" in generateShaders()
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D | es31fTextureGatherTests.cpp | 1093 const string texCoordType = "vec" + de::toString(numTexCoordComponents); in genVertexShaderSource() local 1098 "in highp " + texCoordType + " a_texCoord;\n" in genVertexShaderSource() 1101 "out highp " + texCoordType + " v_texCoord;\n" in genVertexShaderSource() 1123 const string texCoordType = "vec" + de::toString(numTexCoordComponents); in genFragmentShaderSource() local 1130 "in highp " + texCoordType + " v_texCoord;\n" in genFragmentShaderSource()
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
D | vktShaderRenderTextureGatherTests.cpp | 1415 const string texCoordType = "vec" + de::toString(numTexCoordComponents); in genVertexShaderSource() local 1425 "layout (location = 1) in highp " << texCoordType << " a_texCoord;\n"; in genVertexShaderSource() 1431 "layout (location = 0) out highp " << texCoordType << " v_texCoord;\n"; in genVertexShaderSource() 1463 const string texCoordType = "vec" + de::toString(numTexCoordComponents); in genFragmentShaderSource() local 1480 "layout (location = 0) in highp " << texCoordType << " v_texCoord;\n"; in genFragmentShaderSource()
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